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Journal : MATHEdunesa

PENGEMBANGAN GAME EDUKASI BERBASIS ANDROID SEBAGAI SUPLEMEN PEMBELAJARAN PADA MATERI PERBANDINGAN Mokhamad Denta Ady Zakyanto; Atik Wintarti
MATHEdunesa Vol 11 No 1 (2022): Jurnal Mathedunesa Volume 11 Nomor 1 Tahun 2022
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (600.686 KB) | DOI: 10.26740/mathedunesa.v11n1.p1-11

Abstract

The research goal is to produce a mathematics educational game called "Maze Math" as an android-based learning supplement on direct proportions and inverse proportion material as a valid, practical, and effective learning media. The development model in this study is the ADDIE model which includes Analysis, Design, Development, Implementation, and Evaluation. The instrument of validity are media and material expert validation questionnaire, practical instrument is a questionnaire of the use of educational games, and effectiveness instrument consist of a pretest and posttest. The educational game “Maze Math” was tested on 12 students of MTsN 1 Gresik with high, medium, and low math competency. This educational game has valid criteria because the results from the media expert and material expert validation questionnaire show percentage value of 82.71% (81%-90%). Maze Math is practical because the results from the practicality questionnaire filled out by students obtained 85.256% (85%-100%). The results of this study are also effective because the average N-gain categorized as high with a value of 0.740278 (> 0.7).
Development of Electronic Module with Augmented Reality on Pyramid for VIII Grade Evalia Nuryana; Atik Wintarti
MATHEdunesa Vol 11 No 3 (2022): Jurnal Mathedunesa Volume 11 Nomor 3 Tahun 2022
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (527.714 KB) | DOI: 10.26740/mathedunesa.v11n3.p894-903

Abstract

In order to create a joyful learning environment, especially during a pandemic that requires learning to be carried out online, an innovation is needed such as the use of interactive learning media for mutual learning which can be accessed online. Electronic modules with Augmented Reality are packaged in the form of learning media that can be used independently everytime and everywhere. This study aims to develop an electronic module with android-based Augmented Reality named "AR LIMAS" as a media to improve students' abilities on pyramid geometry problem. The selection of pyramid material in the electronic module was based on several previous studies regarding the misconceptions experienced by students on pyramid. The development of this electronic module used the ADDIE research method by taking into account the scores ​​of validity, practicality, and effectiveness for the creation of good learning media. This electronic module was tested on 3 students of VII grade who have low, medium, and high mathematical ability. The categorization of students' mathematical ability was based on the final examination scores in the previous semester. Based on the assessment of experts, this electronic module was declared to have a good category with a validity percentage of 86.59%. Then the results of the questionnaire using the electronic module obtained a practicality percentage value of 98.35% with a very good category. The results of pretest with an average score of 15 increased in posttest with an average score of 82.5, so the module was considered effective in improving students' understanding on pyramid. Keywords: electronic module, android, augmented reality, pyramid, development.
Development of Android-Based Learning Media on Operations of Integers Nur Afifah; Atik Wintarti
MATHEdunesa Vol 12 No 1 (2023): Jurnal Mathedunesa Volume 12 Nomor 1 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (774.817 KB) | DOI: 10.26740/mathedunesa.v12n1.p41-54

Abstract

The ongoing digitalizing education makes the use of technology is necessary to develop the learning media. Therefore, this research describes the development process of android-based learning media with the ADDIE model and find out the validity and practicality of it. The material is operations of integers because it’s a prerequisite for many other mathematics material. The research subjects were nine 7th-grade students in SMPN 5 Jombang since they had never been given the kind of math learning media based on Android in that school. They were consist of three categories of low, medium, and high mathematical ability to determine whether all types of students can understand the presence of media to achieve their learning mastery. The data analyzed using qualitative descriptive and quantitative data analysis techniques. The result of this research and development are : 1) The Android-based learning media called Math Moist; 2) The learning media is very valid based on the results of media and material validation with a validity percentage of 83.541%; 3) The media is very practical based on the student's response questionnaire scores, with a percentage of practicality is 88.7301%; 4) Based on the result of learning outcomes test, 8 of the 9 research subjects have completed learning after using media. Keywords: development, media, android-based, ADDIE, integer.
Penerapan Pembelajaran Daring pada Mata Pelajaran Matematika Materi Barisan dan Deret untuk Kelas XI Farid Aditya Pratama; Atik Wintarti
MATHEdunesa Vol 12 No 1 (2023): Jurnal Mathedunesa Volume 12 Nomor 1 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (450.714 KB) | DOI: 10.26740/mathedunesa.v12n1.p73-91

Abstract

Pembelajaran daring merupakan salah satu bentuk pemanfaatan teknologi dalam pembelajaran. Pembelajaran daring memanfaatkan internet untuk memudahkan penyampaian materi oleh guru dan memberikan ruang lebih untuk siswa dalam belajar. Penggunaan sumber belajar yang relatif mudah untuk diakses dan terdapat berbagai media pembelajaran yang menarik dan inovatif merupakan kelebihan dari pembelajaran daring. Dalam pembelajaran daring, sumber belajar dan media pembelajaran dapat diintegrasikan dalam satu tempat yang dikenal dengan Learning Management System (LMS). Terdapat berbagai macam LMS yang tersedia, salah satu contoh LMS tersebut adalah Google Classroom. Penelitian ini bertujuan untuk mendeskripsikan penerapan pembelajaran daring pada mata pelajaran matematika materi barisan dan deret ditinjau dari hasil belajar siswa. Penelitian ini merupakan penelitian deskriptif dengan pendekatan kuantitatif yang dilaksanakan di kelas XI B SMA Plus Ar Rahmat Bojonegoro yang terdiri dari 25 siswa. Instrumen penelitian yang digunakan terdiri atas LMS, angket pengelolaan pembelajaran, angket respon siswa, RPP, LKPD, dan ujian yang berupa tes untuk mengukur tingkat pemahaman siswa terkait materi yang diajarkan. LMS yang digunakan dalam penelitian ini adalah Google Classroom dengan alamat situs https://classroom.google.com/c/NTUwNTkyNTU5NDEy?cjc=ywcuuqp. LMS divalidasi oleh ahli media dan mendapatkan kriteria sangat baik dengan persentase 87,5%. Hasil pada penelitian ini menunjukkan kemampuan pengelolaan pembelajaran masuk pada kriteria sangat baik dengan persentase 89,5%. Respon siswa terhadap pembelajaran daring masuk pada kriteria baik dengan persentase 73,94%. Hasil belajar siswa dengan jumlah siswa sebanyak 25 siswa dinyatakan tuntas dengan persentase ketuntasan belajar 84%. Kata Kunci: pembelajaran daring, Learning Management System, barisan dan deret.
Development of Student Worksheets Electronic (E-LKPD) for Geometry Transformation Materials NOR CHOFIFAH; Atik Wintarti
MATHEdunesa Vol 12 No 1 (2023): Jurnal Mathedunesa Volume 12 Nomor 1 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (792.262 KB) | DOI: 10.26740/mathedunesa.v12n1.p92-107

Abstract

The purpose of this study is to develop an e-LKPD using a Live Worksheets with GeoGebra-assisted for geometric transformations, especially translation. The translation sub-topic was chosen because many students still need help finding translation concept. The type of research carried out in development research to produce e-LKPD using the ADDIE method consists of stages Analysis, Design, Development, Implementation, and Evaluation. The test subjects in this study were 15 students with high, medium, and low math ability categories. Subjects are divided into three categories to determine students' understanding of the e-LKPD so that they are able to achieve learning mastery. Students from junior high school (SMP Negeri 39 Surabaya) were selected as subjects because they had never used GeoGebra-assisted e-LKPD. The data collection instruments in the study consisted of validation sheets, learning outcomes tests (THB) and student response questionnaires. The results of this study indicate that the validation results with an average score of 3.73, which means that the e-LKPD on translation is included in the very valid criteria and is feasible to use. The analysis of the use of e-LKPD shows that the average student response is 3.39, which means e-LKPD is positive and practical. Based on the test scores for learning outcomes, 14 of the 15 research subjects scored pass the KKM, so using e-LKPD can help students learn about translation materials. Thus the translational e-LKPD using a GeoGebra-assisted Live Worksheets are valid, practical and effective. Keywords: e-LKPD, Geometry Transformation, Translation, Geogebra, Live Worksheets.
The Development of a Flibook-Based Interactive E-Module to Facilitate Sequences and Series Learning Process for 10th-Grade Muhammad Afan Bisri; Atik Wintarti; Shofan Fiangga
MATHEdunesa Vol 12 No 1 (2023): Jurnal Mathedunesa Volume 12 Nomor 1 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v12n1.p194-206

Abstract

The use of textbooks during the learning process makes it less interactive because textbooks only focus on presenting content and neglect the motivation and activities of their users. This study aims to describe the development process of a flipbook-based interactive E-module to facilitate the independent series and sequences learning process and to determine its validity, practicality, and effectiveness. The development of the E-module used the Plomp design research model, which consists of 3 phases: preliminary research, prototyping phase, and assessment phase. The quality of the developed E-module refers to valid, practical, and effective criteria. The results of this study are 1) in the preliminary research, an analysis of needs and problems, a review of the literature, and create a conceptual framework were conducted; 2) in the prototyping phase, designing and developing the E-module using Flip PDF Professional software and testing the validity of the content & media were conducted, the content validity test scored 97.33% (very valid), the construct (media) validity test scored 91.16% (very valid); 3) in the assessment phase, practicality and effectiveness tests were conducted for 1 class of 10th-grade students, the practicality test scored 78.04% (practical), and the effectiveness test got an average N-gain score of 0.7 (high level of effectiveness). Thus, the developed E-module has valid, practical, and effective criteria to facilitate independent series and sequences learning processes.
Pengembangan Media Pembelajaran Interaktif pada Materi Sistem Persamaan Linear Dua Variabel Chandra Kusuma Hadi Putra; Atik Wintarti; Nina Rinda Prihartiwi
MATHEdunesa Vol 12 No 1 (2023): Jurnal Mathedunesa Volume 12 Nomor 1 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v12n1.p313-334

Abstract

This study aims to develop interactive learning media based on PowerPoint VBA on a system of two-variable linear equations and determine the results of the development of learning media in terms of validity, practicality, and effectiveness. This research uses the ADDIE development model. The instruments used included media validation sheets for media experts, media validation sheets for material experts, pretest-posttest sheets, student and teacher observation sheets, and user response questionnaire sheets. Based on the results of the research that has been done, an average validity value of 3.08 (media expert) and 3.29 (material expert) is obtained so that it can be categorized that PowerPoint VBA-based interactive learning media is valid. This learning media trial was conducted on a limited basis to 25 class VII students of SMP Negeri 1 Dlanggu to obtain data from practicality (student observation sheets, teacher observation sheets, and user response questionnaires) and media effectiveness (pretest and posttest). The results of the study after being tested and evaluated, that this learning media is said to be practical because based on the percentage of user response questionnaires obtained 75.75% or it can be used without revision and based on student and teacher observation sheets each obtained a very good category with a percentage of 93.68 % and 78.57%. Based on the pretest and posttest with an N-Gain value of 0.37, it can be said that this PowerPoint VBA-based interactive learning media is effective in the moderate category.
Pengembangan Media Pembelajaran Visual Novel “Plus And Minus” Berbasis Smartphone untuk Materi Bilangan Bulat SMP Achsanudin Nursy; Atik Wintarti; Nina Rinda Prihartiwi
MATHEdunesa Vol 12 No 3 (2023): Jurnal Mathedunesa Volume 12 Nomor 3 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v12n3.p698-719

Abstract

In the current technological era, the use of technology is important in the world of education.Trends in Mathematics and Science Study (TIMSS) 2019 showcases the importance of using learning technology to increase the effectiveness of learning and teaching. Educators need to make adjustments to develop the quality of learning by using technological media in learning. One of them is by using a smartphone. Thus it is necessary to develop media-based learningsmartphone. The purpose of this research is to find out the process and results of the development of instructional media "Plus And Minus” in terms of validity, practicality, and effectiveness. This research is a development research using the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. The instruments used include media validation sheets for media experts, media validation sheets for material experts, student response questionnaire sheets and learning achievement test sheets. Based on the results of the research that has been done, an average validity value of 3.12 (media expert) and 2.78 (material expert) is obtained so that it can be categorized as learning media "Plus And Minusthis is valid. This learning media trial was conducted on a limited basis to 30 class VII-A students of SMP Negeri 1 Mojowarno to obtain data from practicality (student response questionnaires) and media effectiveness (learning achievement score sheets). The results of the research after being tested and evaluated, that learning media is declared practical with a good category gets a score of 3.02 or a percentage of 75.5%. Effective criteria are obtained from the results of the learning outcomes test scores. Learning media is declared effective with a good category with a percentage value of 60.46667%.
Pengembangan Game Edukasi Ksatria Aljabar Berbasis Android sebagai Suplemen Pembelajaran pada Materi Aljabar Muhammad Taufiqurrahman; Atik Wintarti; Nina Rinda Prihartiwi
MATHEdunesa Vol 12 No 3 (2023): Jurnal Mathedunesa Volume 12 Nomor 3 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v12n3.p898-920

Abstract

Pada abad ke-21, teknologi telah terhubung dengan segala bidang yang ada, salah satunya dalam pendidikan. Banyak aplikasi berbasis teknologi yang dapat menunjang pembelajaran, salah satunya pembelajaran matematika. Dalam matematika, sering kali peserta didik mengalami kesulitan dalam mempelajari operasi Aljabar dengan penyebabnya masih belum dapat mengidentifikasi suku-suku sejenis, variabel, koefisien, dan konstanta. Media pembelajaran dapat membantu peserta didik dalam belajar. Salah satu bentuknya adalah game edukasi. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan game edukasi berbasis Android yang bernama “Ksatria Aljabar” sebagai suplemen pembelajaran pada materi Aljabar yang valid, praktis, dan efektif. Penelitian pengembangan ini menggunakan model pengembangan ADDIE yang terdiri dari 5 tahap yaitu Analysis, Design, Development, Implementation, dan Evaluation. Game edukasi ini diujicobakan kepada 5 peserta didik kelas VII SMPN 3 Taman dan diimplementasikan kepada satu kelas peserta didik kelas VII SMPN 17 Surabaya. Hasil penelitian menunjukkan bahwa game edukasi ini memenuhi kriteria valid dengan memperoleh persentase 81,02% dari ahli media dan 77,68% dari ahli materi dengan kategori “Valid”. Kevalidan diperoleh dari angket validasi ahli media dan ahli materi. Selain itu, game edukasi ini memenuhi kriteria praktis dengan memperoleh persentase 88,75% dari angket respon pengguna dan 98,51% dari lembar observasi dengan kategori “Sangat Praktis”. Game edukasi ini juga termasuk efektif berdasarkan ketuntasan tes hasil belajar peserta didik sebesar 82,14% dengan kategori “Sangat Efektif”. Namun, game ini masih memiliki kekurangan yaitu tidak dapat menampilkan durasi video materi dan angket respon pengguna hanya berisi pernyataan favorable. Oleh karena itu, game edukasi ini perlu dikembangkan oleh peneliti selanjutnya dengan beberapa perbaikan.